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FAQs

Missions and the Spaceline | Dilemmas | Artifacts | Outposts | Ships | Personnel | Equipment | Events | Interrupts | Doorways


INTERRUPTS


Q: TIMING
Q: AMANDA ROGERS
Q: ANTI-MATTER SPREAD
Q: ASTEROID SANCTUARY
Q: AUTO-DESTRUCT SEQUENCE
Q: BRAIN DRAIN
Q: COUNTERMANDA
Q: DEAD IN BED
Q: DESTROY RADIOACTIVE GARBAGE SCOW
Q: DISTORTION OF THE SPACE-TIME CONTINUUM
Q: EMERGENCY TRANSPORTER ARMBANDS
Q: ENERGY VORTEX
Q: FULL PLANET SCAN
Q: HAIL
Q: HOWARD HEIRLOOM CANDLE
Q: INCOMING MESSAGES
Q: ISABELLA
Q: THE JUGGLER
Q: KEVIN UXBRIDGE
Q: KLINGON DEATH YELL
Q: NEAR-WARP TRANSPORT
Q: PARTICLE FOUNTAIN
Q: PHASER BURNS
Q: Q2
Q: ROGUE BORG
Q: SCAN AND FULL PLANET SCAN
Q: SEIZE WESLEY
Q: SENIOR STAFF MEETING
Q: TEMPORAL RIFT
Q: VORGON RAIDERS
Q: VULCAN MINDMELD
Q: VULCAN NERVE PINCH
Q: WORMHOLES



Q: TIMING -- If my opponent plays card X or does activity Y, can I respond with the Interrupt...

A: No! Unless a card is meant to be played as a response to another action (such as Amanda Rogers or Barclay Transporter Phobia or Hail), you cannot play it while your opponent is in the middle of doing something else (resolving a mission, moving a spaceship, beaming, etc). Interrupts are resolved in the order they are declared. Of course, if your opponent is moving through is actions too fast, you are entitled to ask him to "slow down," or even to do his actions one step at a time, so that you can play Interrupts in between. See Section 1.4, "Timing".



Q: AMANDA ROGERS -- Can Amanda Rogers be played against Wormholes? Does she nullify both of them, or just one?

A: Amanda only works against the last Interrupt "just played." The Wormhole cards are required to be played in a pair, but do come onto the table in a definite order. So when using Amanda against them, she nullifies the second Wormhole (the "Exit"). That end of the Wormhole is discarded. At this point, the "Entrance" to the wormhole is still trying to form, so to speak.

Two things can happen. If the Wormhole player has another Wormhole card in hand, he can play it to re-form the two ends of the Wormhole successfully. Otherwise, the entrance Wormhole "collapses" (fails to form) and is also discarded, but the ship inside it can "escape" out the way it came in.

Note: it is our intention with this ruling that if you are playing a multiplayer game, one of your opponents can come to your rescue and "reform" the exit of your Wormhole for you, if desired. Perhaps some pleading or a small bribe would be in order.



Q: ANTI-MATTER SPREAD --
1) Is it cumulative?
2) Does it affect all my opponent's ships or just one?
3) Could I use it *on behalf* of the Borg Ship, so that ships (my opponent's, most likely) would have reduced firepower against it?
A:
  1. No.
  2. Yes. The cards says "opposing ships' WEAPONS -1...", which means all of your opponent's ships.
  3. I would say so. Those Borg learn quick. :)



Q: ASTEROID SANCTUARY -- Can I use Asteroid Sanctuary to prevent the Borg Ship from blowing me away when I uncover it? If yes, can I then continue with that ship?

A: Yes, you can avoid the battle. You can't "come out" until the Borg Ship has moved away, however, or the Borg will see you!



Q: AUTO-DESTRUCT SEQUENCE -- Can this be used *during* a Ship Battle? For example, Ship A attacks Ship B with enough weapons to destroy it (direct hit). Owner of Ship B wants to go down fighting by playing an Auto-Destruct to damage Ship A (since the ship will be destroyed anyway).

A: Self-Destruct says it takes effect "at the end of the turn". This means Ship B will be already destroyed before the Self Destruct could take effect. As Sandy Wible (JediMaster) says, "The valiant but doomed officers of the ship begin the Auto-Destruct countdown, only to be blown to bits before the countdown is reached!"



Q: BRAIN DRAIN -- How does Brain Drain "double" Interphasic Plasma Creatures? Do I need 4 SCIENCE/2 Mindmeld, or does it lower Strengths by 4?

A: It lowers Strengths by 4.



Q: COUNTERMANDA --
1) What nullifies Countermanda, Q2 or Amanda Rogers?
2) How many Telepathic Alien Kidnappers does Countermanda nullify? All on the table, all of the opponent's, or just one?
3) Countermanda says that it "suspends" Palor Toff or Res-Q. Does this mean that after the three cards are removed, you can still use Toff or Res-Q? If so, what if another Countermanda were played?
A:
  1. By the "Colon Rule" explained on the insert sheet and in Section 1.3, Countermanda is not an Amanda Rogers card. She is therefore not nullified by Q2 and only nullified by Amanda Rogers.
  2. Countermanda nullifies one TAK at a time.
  3. Yes, you can still do the Palor Toff or Res-Q. You can't play multiple Countermandas because the card states "If opponent just played Res-Q or Palor Toff..." Once one Countermanda has been played, the Palor Toff or Res-Q has not been "just played."



Q: DEAD IN BED -- "Kills any one personnel currently in stasis." How do you select which one if there is more than one to choose from (such as if an entire ship is in stasis).

A: It is the player's choice, not random selection.



Q: DESTROY RADIOACTIVE GARBAGE SCOW --
1) When it talks about losing 10 points, who loses these points -- the player or the "uncompleted mission"?
2) This card says "Kills all personnel at that location unless aboard ship or Thermal Deflectors present." What if they're on an Outpost?
A:
  1. The uncompleted mission where the scow is destroyed would lose 10 points in value. The text says, "Plays to discard scow. Kills all personnel at that location unless aboard ship or Thermal Deflectors present. If mission not done yet, reduce it's points. [- 10]" Here is what this means: First of all, realize that to play this card the "Radioactive Garbage Scow" dilemma card has to have come out. When you play Destroy..., three things happen. The Scow is discarded. The radiation released kills all personnel at that location (except those protected by a ship or Thermal Deflectors). This primarily means you could wipe out an away team this way. or personnel at an outpost. Finally, the radiation pollutes that location, like Chernobyl permanently polluted parts of Russia with radiation. To symbolize this in play, the result is that the value of an uncompleted mission at that location goes down by 10 points. (i.e. if it was a 30-point mission, it is now worth only 20). This only applies to missions that were not completed yet. If the radiation occurs at a location where the mission is already complete, there is no change in the point value.
  2. They will still be killed. In the episode, the Enterprise had to "back off" when they destroyed the Scow. If they would not have been able to move (like an Outpost), the radiation would have overwhelmed them.



Q: DISTORTION OF THE SPACE-TIME CONTINUUM --
1) Can this be played during my opponent's turn, giving me an extra move during their turn?
2) Must I play this card (which gives your ship and crew an extra move) before I draw a card? Or may I play it immediately after?
A:
  1. No. That is not the intention. The card says, "Any one ship and its Away Team may immediately make another move." You can't make "another" move during a turn unless you have already moved once. So, you can't play it on your own ship during your opponent's turn. Note that you might, however, play it on an opponent's ship during the opponent's turn (if you were just in a generous mood...).
  2. Before. Drawing a card (or two, if you're entitled) immediately ends your turn.



Q: EMERGENCY TRANSPORTER ARMBANDS --
1) Do they override the rule about not being able to beam up to a cloaked ship? The card does say "any time", after all.
2) If my away team gets stopped by not overcoming a Dilemma and then I use Emergency Transporter Armbands to beam them back to the ship, do they become un-stopped?
3) Can these be used to rescue an away team when they encounter a dilemma and avoid the affects of the dilemma, such as to prevent one from being killed? Would the dilemma card be discarded if it said it was to be discarded at that point?
A:
  1. No. See section 2.3, "Beaming/Away Teams." "Any time" here refers to the ability to use it at any time since it is an interrupt (such as during your opponent's turn), but still the normal conditions have to be met.
  2. No. First off, you cannot use the ETA's to beam them back up to the ship they are stopped, and stopped cards cannot "beam" (see section 2.3, "Beaming/Away Teams"). And, even if you somehow could, there is nothing currently in the game that can "un-stop" a card.
  3. Normally, no; see "Dilemmas", above.



Q: ENERGY VORTEX -- Can Energy Vortex be used to stop a Devidian Door?

A: No. See "Doorways," below.



Q: FULL PLANET SCAN -- See "SCAN", below.



Q: HAIL -- Can I use Hail on the Borg Ship to prevent it from attacking me?

A: No. Cards played "on a ship" cannot target the Borg Ship. See "Borg Ship" under "Dilemmas -- Space", above.



Q: HOWARD HEIRLOOM CANDLE -- How does this double Anaphasic Organism or Empathic Echo? Do those Dilemmas now affect two people, or do I need double the requirements to overcome them?

A: You need double the requirements.



Q: INCOMING MESSAGES --
1) When my opponent plays an incoming message on me, does that mean that I can't beam any personnel off to a neighboring ship before I head home. Does the nature of the card intend to stop me from all actions for a while?
2) Would the Incoming Message interrupt have any effect on a ship whose entire crew has beamed down to attempt a mission? What if only part of the crew is aboard but they do not have the necessary staff or command rating to move the ship?
3) Do I have any control over my speed? For example, if moving my full normal speed would land the ship on a "Gaps in Normal Space" or where a Borg Ship is, do I have to do it?
4) This requires the indicated ship to "return to outpost", but what happens if the Outpost has been destroyed?
A: The Incoming Message is an "order." You are supposed to say, "Yes Sir!" and do as you are told.
  1. Correct. You can do nothing but move your ship to the nearest outpost. You cannot beam anyone on or off (except as noted below) or attempt any other actions (such as missions or battle).
  2. You can beam up the necessary personnel to meet the ship's staff requirements, if necessary.
  3. If this forces you to stop on a location where you would rather not be, that's tough -- you are under orders! If your ship is attacked by the opponent on the way back, it may defend itself and return fire, but must continue its assignment on your next turn.
  4. If the Outpost had been destroyed, the ship must return to its "place of origin" (where the Outpost was), perhaps to investigate the debris leftover from the disaster.



Q: ISABELLA -- It says, "Plays on any non- Borg ship at a nebula..." How do you determine if a space location is a "nebula"?

A: It is any mission card which has the word "nebula" in its title or in its lore. Here is a current list of the missions which can be considered to be at a nebula:


"Nebula" Locations
FGC-47 RESEARCH (FGC-47 Nebula)
STUDY NEBULA (Gamma Erandi)
SURVEY MISSION (Mar Oscura nebula)

There are a few other cards which seem to have nebulae on them, but they turn out to be globular clusters of stars or gas.



Q: THE JUGGLER -- How does The Juggler work? Does the player reshuffle just the cards he has not drawn? Does the player reshuffle his discard pile back into his draw deck?

A: Just the cards in his/her draw deck are shuffled.



Q: KEVIN UXBRIDGE -- Can Kevin Uxbridge cancel an event if he's played right after the event is played.

A: Yes. This is an error on the Kevin Uxbridge card. It would be more appropriate if it said he could "nullify" any event. Kevin has two uses:
a) He can destroy an event already in play; or
b) He can prevent an event from ever entering play if he is played immediately after the event is played. In this way, he is similar to Amanda Rogers in that he "counters" an event being played.

As he is currently written, Kevin could not cancel an event as in b) above, because the timing rules would state that the event takes place before the Kevin Uxbridge, because the cards resolve in first in, first out order.



Q: KEVIN UXBRIDGE: CONVERGENCE --
1) Does KU: Convergence actually destroy events protected by Rishon at this location, along with Rishon herself?
2) What exactly is an Event "on the spaceline"? Nutational Shields affects ships so it's sort of played on the spaceline.
3) Can KU: Convergence destroy a Kurlan Naiskos?
A:
  1. KU: Convergence would destroy all events at the location where it is played, including Rishon herself, EXCEPT it would not destroy the Event which Rishon was protecting.
  2. Events "on the spaceline" are physically placed on the spaceline (or on a ship). Nutational Shields is played in your play area (see the diagram on page 14). Cards like Atmospheric Distortion, however, are not.
  3. Yes. The original Kevin Uxbridge card says that he can nullify "an artifact played as an event," although KU: Convergence does not explicitly state this. However, once the Kurlan Naiskos is played "as an Event", it is vulnerable to any other cards that have an effect on Events.



Q: KLINGON DEATH YELL
1) Can I play a Klingon Death Yell even if I have no Klingons left on the table?
2) Can I play a Klingon Death Yell on one of my opponents Klingons?
A:
  1. Tell me, Grasshoper, If a Klingon yells in the forest, does he make a sound? The answer is yes, if a Klingon dies and there are no other Klingons out (say, if they all got killed from an Anti-Time Anomaly), you can still Yell for the points. One can rationalize this by saying that perhaps the Klingons had time to yell for one another before the Anomaly wiped them all out.
  2. Yes.



Q: NEAR-WARP TRANSPORT --
1) Can I Near-Warp Transport through a Q-Net?
2) When using Near Warp Transport, can you beam a maximum of six persons during the turn (such as 3 down to a planet and three back to the ship)? Or is it just applicable "from" a ship?
3) Can you beam from an Outpost with this card?
A:
  1. Yes. From a logic standpoint this is debatable. But the way the Near-Warp Transport card is symbolically used in the play of ST:CCG, one would have to say yes.
  2. Just *from* the ship.
  3. No. If you could get your outpost to move at Near-Warp speed, we might allow it ;)



Q: PALOR TOFF --
1) Can I use Palor Toff to rescue Amanda Rogers from my discard pile and immediately play her to nullify an opponent's Interrupt card?
A: No. This is a common question for players who are in a "Q- Battle" (in which you play an Interrupt, I try to nullify it with Amanda, and you block with Q2, I block your Q2 with another Amanda, you block with another Q2, etc. The last one to play in such a battle will be the winner).

You don't have time to use Palor Toff during the middle of such a Q-Battle, because the chain of interrupts is broken. Why? Palor Toff does not modify or cancel the previous interrupt. Therefore, if he is played, he will resolve after the previous chain of interrupts resolves. By that time, it will be too late to counter anything! See "Res-Q" for more about retrieving cards with Palor Toff.



Q: PARTICLE FOUNTAIN -- Can I play Particle Fountain on my opponent's just-scored mission if I have 2 Engineer present?

A: No.



Q: PHASER BURNS -- Is Phaser Burns cumulative?

A: Yes, and this can be a very nasty card if played in multiple.



Q: Q2 -- If my opponent has enough to override the Q dilemma, can I play Q2, nullifying the Q dilemma, and thus make him go thru the rest of the dilemmas at that location? Can you explain the relationship between the Q2 card and the Q dilemma card?

A: Yes! This is a good point that a lot of people forget about. The Q2 card says it "nullifies any Q-Related dilemma" This specifically says it can nullify the Q-dilemma even after it has already come up. "Nullifies" in ST:CCG means that the target card is discarded and its effects are canceled. The only question is whether you can wait to see whether the opponent has enough Leadership and Integrity to overcome the dilemma first, and then decide to nullify it if he does. The current ruling on this is yes, you can wait to make the decision.

Note that a common tactic players use is to place a lot of valuable dilemmas or artifacts at one location and then place a Q Dilemma there *last* (so it will be the first to come up). Then they make sure they have Integrity >60 before attempting the mission, which overcomes all the dilemmas at once. There are at least two ways to foil such a strategy. While they are preparing their big away team, if you suspect they have this kind of plan you can send over a "Red Shirt" to attempt the mission. This will "use up" the Q-dilemma and spoil what might be their entire gameplan at small cost to you. The other method is to "defend" against the Q dilemma by using Q2 as described above. At the current time, there is only one "Q-related dilemma", the basic one named "Q". However, you can bet there will be some more in the future.



Q: ROGUE BORG --
1) How do they work?
2) Can Rogue Borg be played upon a Cloaked ship?
3) Say I beam down all but one person to form an Away Team. After I do that, my opponent plays some Rogue Borg on my ship and kills the one personnel there. Can I beam back to that ship to battle the Rogue Borg?
4) My opponent puts down a Gaps in Normal Space and then waits for me to fly over it. When I'm over it, he plays a Rogue Borg on me so I have to stop there and lose a personnel. Is this fair?
5) Do you need one Amanda Rogers per Rogue Borg (or Crosis) played?
6) If only one Rogue Borg card is played on a ship, and it loses the insuing battle, is the crew of that ship still "stopped" for the rest of that turn? If so, can Rogue Borg cards be played individually on successive turns to effectively "stop" a single ship for turn after turn after turn?
A:
  1. The Rogue Borg, like the holographic recreations, are an aspect of the game which were "introduced" in this set and will be developed somewhat further in future expansion sets. Basically the Rogue Borg are used as a nasty way to directly attack the opponent. This card says: "Plays on any occupied ship. Battles crew now and at start of every players' turn. Two Borg =2 STRENGTH each, three =3 each, etc. Surviving Borg remain." This is enhanced further in the rulebook, on page 32, but it is a complex card so we will discuss it more here.
    The idea is that you stock a whole bunch of these guys into your deck, and save them as they come up in your hand until you have, say, 5 or 6. Five Rogue Borg, for example, combine to have an attack strength of 25 points. If Crosis is in this group, the total is doubled to 50 points (see his card). When you are ready, you can play them as Interrupts, in a group, right onto the bridge of one of the opponent's occupied ships (technically, you play them one at a time so your opponent can respond, but normally they won't). They immediately battle the ships crew, just like a normal "Away Team vs. Away Team Battle" on a planet, and they continue battling the crew automatically at the start of every player's turn (both your and your opponents turns).
    Here are some of the things that can happen as a result: As in all battles, the loser of the battle will lose one personnel by random selection. If his crew is strong enough to defeat your Rogue Borg group, one Rogue Borg will be killed, but they will resolutely stay to continue the attack until they are all killed off. You might be able to "reinforce" them with more Rogue Borgs on later turns. In any case, his crew members will be "stopped" for this turn and all subsequent turns in which the battle continues, because all battles "stop" their participants. This alone makes Rogue Borg powerful. If his crew is defeated by your Rogue Borg group, he will first lose one personnel by random selection, his crew is stopped, and then he will be faced with the problem of what to do next turn. The battle happens at the start of each subsequent turn, so his options are limited.
    If the battle seems hopeless, he might "run away" by, for example, using Emergency Transporter Armbands to beam down to a planet, or to another ship. Or, he might bring up another ship, and then beam over "reinforcements" to the crew of the besieged ship, which might turn the tide of the battle! There are many creative options available. The card "Hugh" is another defense against the Rogue Borg (as well as against the Borg Ship). While the ship is under siege by the Rogue Borg, it cannot be moved by the remnants of its crew because they are not in control and are stopped anyway by the battle.
    If the Rogue Borg wipe out or "chase off" the ship's crew, they win control of the ship. However, they cannot yet use the ship. They can only stay aboard the ship and try to repel an attempt by your opponent to recapture it. If you put into play the Event card Lore Returns, Lore will allow you to use this Rogue Borg crew to pilot the ship up and down the spaceline, attacking the opponent's ships (just as if it was one of your own ships). You will also be able to beam down and attack your opponent's Away Teams. For all battles, Rogue Borg are assumed to have the "leadership" required to participate in battles, (think of it as something left over from when they were part of the collective conscious). Used correctly, the Rogue Borg can be very nasty.
  2. The ruling on this is that there is no canonical evidence in the show that the Borg have the technology to detect cloaked ships, and therefore the Rogue Borg can't be used on a cloaked ship. Since the Rogue Borg are Interrupts, just wait until the ship decloaks and then attack it.
  3. The Borg are known for allowing people to beam aboard their ships. As long as Lore Returns hasn't come in to take control of the ship you can try to regain the ship by beaming a new "boarding party" aboard. You can bring up one of your other ships and beam over some attackers, as well as from the planet. The Federation prohibition against initiating attacks is not in force here, since the Rogue Borg started this battle.
  4. No. When you are in the process of moving your ship you are in the middle of an action. Interrupt cards (like Rogue Borg) can only be played *between* actions, so to speak (see "Timing"). To do what the opponent tries here would require an Interrupt card that specifically says it is allowed to interrupt *during* a move. The Wormhole card is like this, for example, and the "Hail" card in the AU set can be used this way, but the Rogue Borg is not.
  5. Amanda nullifies any "Interrupt card just played", so she can only stop only one Rogue Borg at a time.
  6. Yes, as the rules clearly state (page 32), this can be done. This strategy can be abused at times, though. There is at one card related to this in the Alternate Universe set -- the "Intruder Force Field". However, anybody who played that way very often would soon not have any playing partners!



Q: SCAN and FULL PLANET SCAN --
1) These cards allow you to scan the dilemma and artifact cards at a mission location for 20 seconds. But it doesn't say a ship has to be present there to do the scan. Isn't it more realistic to require a ship to be there to do the scan?
2) What if (in a Scan) my opponent has a Cryosatellite (and personnel) seeded? This card doesn't say that I can look at personnel!
A:
  1. The card doesn't list that limitation for gameplay reasons which seemed to override here. Perhaps it would be more realistic to require a ship present, and you might want to play with a house rule to that effect, but this is one of several cases in which a card's effect has a symbolic effect in addition to a realistic effect, for gameplay reasons.
  2. True, but in this case it seems that all we can do is make an exception. Consider the cards to read "Glance at the seed cards..."



Q: SEIZE WESLEY -- Can I play Seize Wesley immediately after my opponent uncovers the game, even if he would have the skills to overcome it?

A: No. See Section 1.4, "Timing", above.



Q: SENIOR STAFF MEETING --
1) May I play this card on my opponent?
2) What if the first dilemma underneath the mission is a mis-seed, like a planet dilemma? Was your card wasted, or do you only take the first dilemma you actually "encounter?"
A:
  1. Yes, if they have the proper personnel types on board.
  2. The mis-seeded card is ignored. Senior Staff Meeting says that the first dilemma encountered is discarded. Since you didn't encounter it, the SSM doesn't use up its effect on it.



Q: TEMPORAL RIFT -- Can I use Temporal Rift to allow my ship to "escape" a space dilemma by playing it right after I see the dilemma?

A: No. See Section 3.2, "Dilemmas".



Q: VORGON RAIDERS --
1) Is it true I can use this card to steal artifacts from the opponent?
2) Can I play this card on my opponent's Ajur and Boratus?
A:
  1. Yes, that is correct. For example, if the opponent had earlier acquired the Ressikan Flute, you could steal it this way. Or, if he plays the Ophidian Cane, you could usurp it and use it as your own. They only steal Artifacts which are "in play" or "just played", however, not ones in the opponent's hand or still undiscovered.
  2. No. The card says it is *you* that has to have Ajur and Boratus in play, so you can't be playing it on the opponent like this.



Q: VULCAN MINDMELD --
1) Can I Mindmeld with Soong- type Androids, Exocomps or Holograms?
2) How would this be used? Also, does each mindmeld capable personel meld with someone, or do they all meld with the same person?
3) If I encounter a Dilemma I can't overcome, can I use Mindmeld to give my Vulcans enough skills to overcome the Dilemma?
4) Can I use Vulcan Mindmeld to get the "special" skills of characters such as Mickey D. or Dathon?
A:
  1. See "Holograms, Exocomps, and Androids."
  2. The "mindmelded" skills are duplicated. For example, if Sarek (what has mindmeld ability) is present with Geordi and Worf, you could play the Mindmeld card and Sarek could "meld" with Geordi (or Worf, your choice) and thus also have the skills in Geordi's skill box (ENGINEER, Navigation, Physics, Computer Skill) this turn. The mindmeld thus allows you to temporarily "duplicate" the skills of any of the people present in the Away Team, and you have the choice of which one; which provides nice tactical flexibility when beaming down to attempt a mission where there are a lot of dilemmas. Each of the mindmeld capable people at that location can do this.
  3. No. The dilemma is considered one "action," which cannot be interrupted, unless specifically permitted by a card (such as Emergency Transporter Armbands). Since Vulcan Mindmeld doesn't say that it permits itself to be played "as a response," you can't use it to help you overcome a Dilemma. On the other hand, if you knew a particular Dilemma was there (with a Full Planet Scan, for instance), you could use Mindmeld before attempting the mission, so that you could be assured of getting by that Dilemma. For more, see Section 3.2, "Dilemmas".
  4. We've decided that any skill that is "mental" and does not involve only an inanimate object can be gained with Mindmeld. So you could get Mickey D's or Dathon's special skill. Or you could get Berlingoff Rasmussen's skill (we assume his ability relates to his knowledge of how the Time Travel Pod works). However, you could not gain Tasha Yar -- Alternate's skill (Mindmeld doesn't get you a phaser!) or the skill of an Exocomp (the Exocomp still needs to create the tools to repair the ship).



Q: VULCAN NERVE PINCH --
1) Is this card cumulative?
2) By "random selection", do you mean that I might pinch my own personnel?
A:
  1. Yes, you can play more than one of these per battle.
  2. No, you can not accidentally (or intentionally) pinch one of your own personnel. You randomly select from the opposing away team.



Q: WORMHOLES --
1) What if my opponent uses Amanda Rogers on one end of my Wormhole?
2) They are to be played on a ship "as it begins to move". Does this mean when the ship first moves in a turn, or can it also be played if the ship moves somewhere, stops to do something, and then begins to move again?
3) Can two ships travel through the same pair of wormhole cards if they start at the same location?
A:
  1. See "Amanda Rogers," above.
  2. Yes, as it begins to move any time.
  3. No. The card refers only to "ship".



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